T3D 1.2 FPS Demo Issues
by Richard Preziosi · in Torque 3D Beginner · 11/16/2011 (3:50 pm) · 3 replies
Still downloading the SDK, so have only played with the FPS demo for a few minutes, thought I would share what I have found so far.
EDIT: When the advertisement comes up, it permanently leaves the mouse cursor up in the demo and gets rid of the cross-hairs, you either have to switch it in the console or go out and come back in.
As far as controls go:
Is this something to do with the new AA? I am referring to how the sight appears to be casting a shadow on the landscape.

When you spin around you find blurry spots. Happens the most when the sun is directly behind you.

Are these flares intentional? They tend to "ghost" quite a bit when you actually move while looking into the sun.

Edit: These are borderline picky, but figured I might as well be thorough.
There are a few places in burg that leave decals on hitboxes:

The stairs in burg have a clipping issue.

System Specs:
Processor: Intel(R) Core(TM) i7 CPU 870 @ 2.93GHz (8 CPUs), ~2.9GHz
Memory: 8192MB RAM
Available OS Memory: 8152MB RAM
Page File: 3145MB used, 13155MB available
DirectX Version: DirectX 11
Card name: ATI Radeon HD 5700 Series
Manufacturer: ATI Technologies Inc.
Chip type: ATI display adapter (0x68B8)
DAC type: Internal DAC(400MHz)
Device Key: EnumPCIVEN_1002&DEV_68B8&SUBSYS_25431002&REV_00
Display Memory: 733 MB
Dedicated Memory: 1010 MB
Shared Memory: 3819 MB
EDIT: When the advertisement comes up, it permanently leaves the mouse cursor up in the demo and gets rid of the cross-hairs, you either have to switch it in the console or go out and come back in.
As far as controls go:
- Alt fire does not work in FPS demo
- Crouch does not work in FPS demo
- "F" does not cycle zoom FoV
- Alt+C is listed twice
- ESC is no longer used to bring up a quit dialog (not a bug, just a nuisance)
Is this something to do with the new AA? I am referring to how the sight appears to be casting a shadow on the landscape.

When you spin around you find blurry spots. Happens the most when the sun is directly behind you.

Are these flares intentional? They tend to "ghost" quite a bit when you actually move while looking into the sun.

Edit: These are borderline picky, but figured I might as well be thorough.
There are a few places in burg that leave decals on hitboxes:

The stairs in burg have a clipping issue.

System Specs:
Processor: Intel(R) Core(TM) i7 CPU 870 @ 2.93GHz (8 CPUs), ~2.9GHz
Memory: 8192MB RAM
Available OS Memory: 8152MB RAM
Page File: 3145MB used, 13155MB available
DirectX Version: DirectX 11
Card name: ATI Radeon HD 5700 Series
Manufacturer: ATI Technologies Inc.
Chip type: ATI display adapter (0x68B8)
DAC type: Internal DAC(400MHz)
Device Key: EnumPCIVEN_1002&DEV_68B8&SUBSYS_25431002&REV_00
Display Memory: 733 MB
Dedicated Memory: 1010 MB
Shared Memory: 3819 MB
#2
Wow, can you post a reproduction case? We tested that a lot...can't have a nag screen that is that much of a nag...
11/16/2011 (10:17 pm)
Quote:EDIT: When the advertisement comes up, it permanently leaves the mouse cursor up in the demo and gets rid of the cross-hairs, you either have to switch it in the console or go out and come back in.
Wow, can you post a reproduction case? We tested that a lot...can't have a nag screen that is that much of a nag...
#3
Oh and the advertisement comes up on the FPS Example in the SDK, which should not be treated as a demo since at that point you've already bought it. Easily fixable, just annoying.
As far as the screenshot with the blur, my second screen shot above. I meant to post another picture I had, it does that in first person, third person, and while zoomed. It happens when the sun is exactly 175-185 degrees behind you, but only within that arc. I could see that happening while zooming, but it happens no matter what and in any level.
11/17/2011 (5:52 am)
Yeah I will dig a bit deeper into the advertisement window issue when I get home, it happened all 5 times it came up.Oh and the advertisement comes up on the FPS Example in the SDK, which should not be treated as a demo since at that point you've already bought it. Easily fixable, just annoying.
As far as the screenshot with the blur, my second screen shot above. I meant to post another picture I had, it does that in first person, third person, and while zoomed. It happens when the sun is exactly 175-185 degrees behind you, but only within that arc. I could see that happening while zooming, but it happens no matter what and in any level.
Associate Scott Burns
GG Alumni
Let's start the controls
The rifle has been changed and no longer has an alt fire, the grenade launcher is done as second weapon now.
The binding for this changed and didn't get updated in the help dialog. The binding for that is now Ctrl.
Another binding change that didn't get updated in the help dialog. This binding is now Z.
I haven't checked yet, but this was most likely a typo in 1.1 as well as nothing on the help dialog was changed.
If you have reproduction steps for this I would love to have them. There were some cases of this occurring with the purchase screen and we thought we got them all as it was no longer reproducible.
On to the screenshots
The sight one.
Hadn't noticed that one myself. That particular level has some heavy PostFX stuff on. Probably a combination of it, the heavy fog and possibly some AA.
The Blur.
That's as designed. The blur effect when you're zoomed will blur then entire screen if you're not aiming at an object. The reason is that it blurs out everything but what you're focusing on and since you're looking at the sky in that shot there's notthing for it to focus on. It was that way in previous versions as well.
The Lens flares.
That's intentional. This is another instance of heavy PostFX stuff, the intent of the Mars level was to get it to feel otherworldly.
The Decals in Burg.
Most of the objects in Burg are using collision meshes and not visible mesh collision. That's why you would see that happening there.
Those Damn Stairs.
This one's a known issue and you can probably guess from the way I phrased that, those stairs are a sore point. So in 1.1 we tried to really clean up Burg, improve the lighting, give it a better atmosphere and clean up some of the collision issues in it. Problem was that it was never really designed to be much more than a tech demo, so there were some messy collision meshes and models in there. We cleaned it up the best we could, but there were still the occasional goofy collision issues. Only real way to get rid of them to completely was going to be to trash the level and start from scratch and it just wasn't worth the effort with the time remaining.
Honestly, don't feel bad about posting things that may be a little nitpicky. If all the bug reports I got from the community were nitpicky things I would be happy as that would mean we caught and fixed everything before it got to users.